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PLEASE Help me understand Quest Markers


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[sOLVED] Tinuvia has identified the problem I was having. I was not testing the mod on a fresh save. I will leave this up in case anyone else has this issue.

 

I have been working with the Fallout 4 CK for a while and feel pretty comfortable with it. However, despite HOURS of time spent, and MANY videos watched, and general research I have yet to get quest markers working. Can Someone ELI5 what I would do in the following situation: (also, I have some questions bolded that might help too)

 

An activator just set the stage to 50. The activator is in an interior cell (not created by me).

I want a quest marker placed on an object. The object is a container, is in a different cell (the object is in an interior cell, that I created), and does not require lock picking to access. The player would have to leave the current cell, travel through the commonwealth, and enter my cell to access the container.

 

My understanding is that I need to:

  1. Create an alias for the object I want to point to.
    1. specific reference --> target container
    2. Do I need to also need to create an alias the location? If so, my cell does not have a location attached to it to make location alias out of. Why, and how can I add one?
  2. In quest objectives set the target ref to the alias in question.
    1. Do I need a condition here?

Is there a way to see if my aliases have been filled? I'm worried that might be my problem.

Edited by Kit314
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Aliases only fill when the quest first starts (unless you force fill them from another quest). So every time you add a new alias to your quest you need to test it on a save before your quest started.

 

If the quest is set as start game enabled, you'd need a clean save from before your mod was installed (or just do coc to any cell directly from the main menu to start a clean save).

 

To see if your aliases have filled, type "sqv YourQuestName" in the console. This lists all the data of your quest, including what the aliases have filled with (or none).

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Unless the alias is filled dynamically by script;

Alias_Workshop.ForceRefTo(WorkshopREF)
Alias_WorkshopLocation.ForceLocationTo(WorkshopREF.GetCurrentLocation())
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Aliases only fill when the quest first starts (unless you force fill them from another quest). So every time you add a new alias to your quest you need to test it on a save before your quest started.

 

If the quest is set as start game enabled, you'd need a clean save from before your mod was installed (or just do coc to any cell directly from the main menu to start a clean save).

 

To see if your aliases have filled, type "sqv YourQuestName" in the console. This lists all the data of your quest, including what the aliases have filled with (or none).

This might have been my problem. I've been testing mods with a save that I have running (I usually don't actually save). The new game thing might be my problem. I'll have to test that out. Thank you.

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(or just do coc to any cell directly from the main menu to start a clean save).

 

 

For what it's worth, this is how I do most of my testing; it avoids loading a save game at all, which is a really useful variable to be able to eliminate in terms of testing/troubleshooting changes.

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